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  • Planetar

    Hero Forge: 7 ft. (XL) Lore: 8 ft. Suggested: Large to Huge Planetar Large Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (From Dungeons & Dragons Monster Manual - 2015): Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar’s celestial ears detect every falsehood, and its radiant eyes see through every deception. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends. (from Planescape Monstrous Compendium Vol. I - 1994) Planetars are powerful spirits that directly serve the powers of the Upper Planes. Like all aasimon , planetars are corporeal good entities that exist outside any ecosystem. Planetars aid only the most powerful mortal servants of good. As a rule, characters of at least 12th level on a mission directly related to a good power have a base 5% chance to gain the attention of a planetar, plus 1% per level above 12th. Modify this chance according to circumstances. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - D&D Monster Manual - Roll20 - DnDBeyond 2nd Edition: - Planescape Monstrous Compendium Vol 1. (1994) - mojobob's website Abilities - Angelic Greatsword - Healing Touch - Detects Lies, Truesight - Flight - Miraculous Innate Spellcasting Appearance 2e: "They are tall, commanding humanoids who have smooth emerald skin, white feathered wings, hairless heads, and eyes of a penetrating blue. Their overall manner projects strength and confidence." 5e: "Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. " Size Hero Forge: 7 ft. (XL) Lore: 8 ft. Suggested: Large to Huge Other Monikers Warrior Angel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website - Roll20 - DnDBeyond

  • Pandemonium - Pandesmos Tunnels

    Pandemonium - Pandesmos Tunnels Pandemonium - Pandesmos Tunnels Author(s) Matt-GM talespire://published-board/UGFuZGVtb25pdW0gLSBQYW5kZXNtb3MgVHVubmVscw==/79a63e754d675cb2ee3e128169601c37 Board Link Features - The Plane of Madness, strongly chaotic and mildly evil-aligned - The entire plane is a maze of pitch-black, claustrophobic tunnels and caverns that twist in on themselves - The tunnels are constantly blasted with howling winds, sometimes as strong as the gales of a hurricane - The winds are maddening, carrying the screams of Pandemonium's inhabitants through every tunnel and corner of the plane; creatures exposed overlong to the noise slowly go insane - The wind is blinding and deafening; flying grains of sand and dirt sting the eyes; speech can only be heard at screaming volume - Torches and nonmagical fires are immediately extinguished by the gales, and spellcasting with verbal components is very difficult - There is no "up" in Pandemonium; gravity is relative to whatever twisting surface one treads on; a person can walk on any wall or cavern roof, and never really knows whether they're traveling up or down - Most creatures avoid Pandemonium at all costs, and so the plane is largely uninhabited, but one will find encounters with the lost and the insane, who were unable to find a way out before madness overtook them; a few demons , slaadi , and unfortunate githzerai stumble their way into Pandemonium from Limbo or the Abyss, and forget the way they came - The gods and powers of the multiverse use Pandemonium as their dumping ground, consigning all sorts of cursed artifacts, unkillable monsters, and terrible secrets in the twisting tunnels, hoping such things will be lost forever - The few native creatures to Pandemonium are Howler fiends, and the Howling Dragon ; both channel the maddening winds of the plane as a weapon, and both are quite insane - The Bleak Cabal has an outpost on Pandemonium, and are the only Sigil faction that willingly travels here; their philosophies of the mindless chaos of existence are reinforced by the plane - The cursed river Styx travels through some passages on Pandesmos, the plane's most merciful layer. If a body has a boat, they can ride the Styx out of Pandemonium and into the neighbouring Abyss (though that isn't much more pleasant); one touch of the Styx's waters, however, takes a creature's memory, and identity, forever Notes DISCLAIMER : This map is supposed to represent the "plane of madness," and it's not an easy one to inflict on players; it's experimental in that it is designed to be intentionally maddening... so dark and disorienting that the party quickly gets lost, and becomes unsure what direction they're going, where they've been, or where they need to travel. Some tunnels also go nearly straight up and down, as Pandemonium's gravity is relative to every cavern wall; letting players walk along the ceiling, if they wish, finding new holes or vertical tunnels they'd never consider if they were thinking horizontally. Players are meant to traverse the inside of the horseshoe-shaped caverns - if a mini ever gets on the roof of a tunnel, put them back inside. I spent a lot of time sealing the chaotic, rocky walls of the tunnels so that minis wouldn't clip through and fall out of the map, but it may still occasionally happen, and require a DM's intervention. Recommend players use the arrow keys instead of dragging the mouse to move their minis. If a mini is ever fully lost, as a last resort, there's an atmosphere block outside the map that sets lightning to default brightness - the block can be seen at an eerie purple string of light on some stone floor tiles near the portal (blue fire ring). There's a 2nd atmosphere block directly next to the portal that restores the map's darkness. I would also make it very difficult for players to brighten their surroundings with spellcasting or "magic light," as this ruins the maddening atmosphere of the plane. Have the howling winds extinguish fires and ruin the verbal casting of spells, or have the cursed, pitch-black rocks of the tunnels suck the light from their magic. At first glance, every winding passage looks the same, but there are distinct landmarks if folks look carefully. Players are meant to leave markers and think smart in order to track their progress, and make sure they're not going in circles... but this style of play isn't appropriate for every table. If you think your players will just get frustrated, I suggest not using this map at all, and consider theatre of the mind instead, to convey the maddening atmosphere of Pandemonium without pissing everyone off. Don't bother trying to brighten the map, as more light just ruins the mood and makes the dungeon look bad. Hide volumes can be switched on and off if geometry from an upper level interferes with player visibility. The portal (blue fire ring) can also be closed with a hide volume. There are several hidden treasures throughout the map, including 3 mysterious black chests at creepy altars with hooded statues; DMs might use these chests for ancient, cursed artifacts, or pieces of a portal key that might lets players escape Pandemonium. Players can also exit the dungeon by finding an underground passage connected to the River Styx, and paying the fiendish boatman for a ferry ride. Assets from Tales Tavern None

  • Outlands - Plague-Mort Crater

    Outlands - Plague-Mort Crater Author(s) Matt-GM talespire://published-board/T3V0bGFuZHMgLSBQbGFndWUtTW9ydCBQb3J0YWwgQ3JhdGVy/2af65255499b69b8974f8a97e461a1be Features - Massive, gaping volcanic pit where the town used to be - City dragged into the abyss - a few half-eaten buildings are all that remain - Abyssal portal floats, small and ominous, over the crater after consuming the town - Blasted lands around the abyssal gate drained of life, or made malevolent - Survivors pile the dead onto a huge pyre Notes - Map based on 2nd Edition Planescape Module "Recruiters" from A Well of Worlds adventure book - In my campaign, Plague-Mort was sucked into the Abyss, but players went through the portal, and fought hard to rescue survivors from demons in the Abyssal Fortress of Indifference (from a different Planescape adventure) Board Link Outlands - Plague-Mort Crater Assets from Tales Tavern None

  • Bloodthorn

    Bloodthorn Bloodthorn Large Plant, Unaligned Hero Forge Mini Kitbashed, double mini Description (from Fiend Folio - 2003): The bloodthorn is a tough, wiry plant that grows in thick, briarlike patches out in the barren wastelands of the Outlands, Carceri, the Abyss, and Pandemonium. The plant subsists entirely on the blood of living creatures by draining it out through 3-inch-long, hollow, needle-sharp spikes on its tendrils. Bloodthorns appear as black, desiccated vines with small-bladed leaves. Bright red, succulent berries grow on the plant continually. The berries produce a fragrant odor that appeals to most species, especially in the deserts where bloodthorns grow. If a creature survives a bloodthorn’s attack and steals away a few berries, it discovers its efforts were in vain—the berries are bitter and provide no sustenance. On rare occasions, a bloodthorn is transplanted onto the Material Plane. Such plants usually die in a few days, but some survive and grow to great size in the wastelands. COMBAT: A bloodthorn seems to be a normal plant until a living creature comes within the reach of its tendrils. It then lashes out with as many tendrils as possible and drains the victim of blood. A bloodthorn allows scavengers to remove the carcasses, thus keeping the area around the plant free of its consumed prey. A bloodthorn can be summoned using a summon nature’s ally IV spell. Blood Drain (Ex): If a bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn’s tentacles comes loose from the opponent’s body. The resulting wound continues to lose blood for 1 additional round. Improved Grab (Ex): If a bloodthorn hits an opponent that is at least one size category smaller than itself with at least two tendril attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +11). If it gets a hold, it can use its blood drain ability. Thereafter, the bloodthorn has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (–20 penalty on grapple check, but the bloodthorn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood. (from Planescape Monstrous Compendium Appendix. II - 1995): he bloodthorn’s a tough, wiry plant that grows in thick, briarlike patches. It’s normally dull black, and its stem is dry and desiccated. The plant has several luxurious clumps of small-bladed leaves and lush, reddish berries; in the barren wastelands of Gehenna and Pandemonium, the bloodthorn appears almost too good to be true. ’Course, in the kinds of places a body finds bloodthorn, anything that’s too good to be true is just that, and any cutter with a lick of sense knows enough to give these things a wide berth. Then again, it’s astonishing what some sods’ll overlook when they’re really hungry and the bloodthorn’s berries look ripe for the picking. If a body takes a moment to look carefully at the bloodthorn bush, he’ll probably spot a number of long, dangerous thorns lying close against the vine’s stem. Even then some sods aren’t dissuaded from trying to get at the berries; unless a body’s right on top of the plant, it doesn’t even quiver. Only when something’s in striking distance does the bloodthorn make its move. Combat: When an animal or traveler comes within 10 feet of a bloodthorn plant, the vine quickly abandons its innocuous pose and lashes out at its prey. The plant can strike with 3 to 8 long, thorn-studded stems. The thorns extend to their full length of 3 inches, and each tendril becomes a razor-lined lash. If any vine hits by a margin of 4 or more (over the attack number needed to hit), it manages to wrap around its prey and embed its thorns in the victim’s flesh. Each round that the victim is caught by a vine, he loses hit points equal to the initial damage caused by the attack. For example, if the initial slash of the vine caused 4 points of damage, the vine drains 4 hit points of blood in each subsequent round until the victim dies or breaks free. The bloodthorn’s not particularly strong, but its vines are tougher than a Taker’s heart, and the cursed thorns tend to lock and catch on each other if the vine circles the victim’s body or legs. As a result, a creature trying to pull free by brute force has to succeed at a bend bars/lift gates roll. The whole plant usually doesn’t weigh more than 200 or 360 pounds, so a strong basher might end up dragging the whole bloodthorn patch after him if he just tries to pull himself free. Cutting the vine’s a better way to go, but a sod’ll need a Type S weapon. The vines are AC 3, and each one takes 8 points of damage to sever. The thorns of a severed vine still drain blood until the whole vine is carefully removed — a process that takes a full round. The bloodthorn briar has only one truly vulnerable spot: a dense root-bulb or base stem hidden under all the other thorny stems. It’s hard to get to, and killing the base stem doesn’t stop any blood drain that’s already taking place. Any stems that haven’t latched on to something stop attacking when the plant is killed, anyway. The bloodthorn’s a mindless thing that attacks until it or its prey is dead. The whole plant retreats from open flame, and any stam that’s seared immediately releases its victim and curls back up under the main plant. Habitat/Society: Bloodthorns are found all over the area of the Outlands nearest the Abyss, as well as the neighboring planes. Unless a cutter knows what to look for, it’s real easy to be surprised by what appears to be nothing more than an ordinary briar of some kind. Attempts to plant patches as a deterrent to intruders usually fail because of the plant’s ability to move itself to better hunting grounds. One of the dead giveaways about the bloodthorn’s true nature is the fact that it grows in places where other plants can’t survive. The bloodthorn derives most of its sustenance from the blood of small animals and birds, and is pretty much independent of any kin of sunshine or rain. In the barren places of its home planes, the bloodthorn often grows in patches of several plants. These can be especially dangerous, since a sod could find himself attached to several plants each trying to drain him dry before the others. Ecology: As noted above, the bloodthorn subsists on the blood of its victims. Most normal animals of its home planes have learned to be wary of it, but it keeps spreading into new parts of the Outlands where the local wildlife (and careless travelers!) don’t know to stay away from it. The plant’s berries act as a lure for hungry wayfarers, but if someone perseveres and manages to collect some of the bloodthorn’s fruit, it’s barely worth the trouble — the berries are bland and tasteless. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Carceri, Abyss, Pandemonium Stat Block 5th Edition: - DMAcademy Reddit (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - 10 ft. razor-barbed vines lash out, embed thorns that drain blood over time - Vines extremely tough to break free of Appearance Size Hero Forge: 6' (12') (XXL) Lore: Large (10 ft. vines) Suggested: Large to Huge Other Monikers Vampire vines Sources - Forgotten Realms Wiki - Realmshelps.net - Archive.org (Fiend Folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Astral Plane

    Astral Plane Astral Plane Author(s) Matt-GM talespire://published-board/QXN0cmFsIFBsYW5lIDAx/cb44a2534ce00e71c2f7d982a43d037c Board Link Features - Barren, eternal transitive plane where there is no effects of time, and the mind and spirit define physical prowess, not the body. - All creatures who will it may fly in any direction. - No hunger, no aging. - Mysterious "color pools" drift in the astral sea, each a portal to other planes of existence. - Colossal corpses of dead goads float in the astral, fossilized; their surface and innards are sometimes inhabited. - Ruthless Githyanki raiders, pirates and slavers patrol the void sea in massive flying cruisers, some with spelljammer helms granting extraplanar travel. – Other denizens include the Berbalang , Dhours , Astral Searchers , Devourers , Astral Streakers , the Garmorm , Foo Creatures , Invisible Stalkers , and Astral Devas , though many other magical creatures, celestials, and psionic beings may be encountered there as well. The most formidable monsters on the plane are the Astral Dreadnaught and Astral Dragon Notes - Dead god is traversable inside and out; pretty happy how it turned out. Don't laugh at the backdoor! - Githyanki ship is part void cruiser and part spelljammer. Tried not to depart from lore too much but I don't know Spelljammer that well honestly. - Gith minis from Gonsplitters, MZ4250, and various artists in awesome TS community creature content Assets from Tales Tavern None

  • Abyssal Wretch

    72bcd2d7-110d-431b-adb4-77709aca5f03 Abyssal Wretch Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description Veteran demon hunters know that there are more hazards to venturing into the abyss than simply death. Many foolhardly enough to make the journey return changed, be it mentally, spiritually, or physically. And those few unlucky ones who fall to the warping energies of the plane become something more nighmarish than they could have ever imagined in life. Abyssal wretches are hard to look at; their ruined, corrupted forms only bear a passing resemblance to the mortal they once were. These horrors are spawned from those who succumb to a demonic attack - usually the poisoned bite of the rutterkin, or, more rarely, the warping presence of a sibrex. The transformation is instantaneous upon death, their teeth sharpening into serrated fangs, as the spirit of a lesser demon inhabits the corpse and immediately raises it as a newly-spawned fiend, hungry for the flesh of mortals. Once the change occurs, nothing short of a wish spell can rid the demonic spirit from the body and change them back into a person. The Abyssal Wretch cannot speak; it remembers nothing of its past life, and any friends or loved ones are nothing more than tasty meals to the creature, or objects to inflict torment upon. While fairly weak and stupid, the arrival of an abyssal wretch has been known to break the spirits of adventuring parties, especially when these parties recognize the warped features of a fallen companion in the fiend's soulless eyes. Mercifully rare outside their home plane, most wretches wander the abyss, trailing behind the gang of rutterkin or sibrex that created it. In a mob of rutterkin, most find wretches indistinguishable from the other twisted fiends, but rutterkin do not always accept wretches into their horde, so many are abandoned to shamble aimlessly across the wastes alone, attacking anything weaker than they are, or serving as meals or objects of torment for greater fiends. Home Plane The Abyss Stat Block - Mordenkainen's Tome of Foes (2018( - DnDBeyond - Kassoon Abilities - Bite inflicts slashing damage - Once transformed to a wretch, mortals cannot be transformed back by anything short of a Wish spell Appearance Much like the rutterkin who spawn them, abyssal wretches are fiendish, corrupted versions of their original mortal forms, often sporting additional eyes, animal limbs and other grotesque, unnatural features grown from the chaotic energies of the abyss. Size Hero Forge: 7 ft. Lore: Medium Suggested: Medium Other Monikers Wrech, abyssal zombie Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Stat block for Rutterkin, Siblex

  • Template - Sigil Lower Ward

    Template - Sigil Lower Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBMb3dlciBXYXJk/af27fcc3408bb3769eb33ba1b695c4a0 Features - Blacksmiths, foundries, assembly line factories, warehouses - Bars and Taverns - Smoke stacks - Generic houses, repeating House block tiles with chimneys, furnaces - Brokah and Miccah’s Pawnshop (Planescape: Torment) - Coffin Shop (Planescape: Torment) Notes None Board Link Template - Sigil Lower Ward Assets from Tales Tavern None

  • Invisible Stalker | Digital Demiplane

    Invisible Stalker Large Elemental, Neutral Hero Forge Mini Kitbashed, single mini Description (from 5th Edition Monster Manual - 2014): An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind. Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully. Unseen Threat. Invisible stalkers are composed of air and are naturally invisible . A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker’s vague outline. Elemental Nature. An invisible stalker requires no air, food, drink, or sleep. (from Monster Manual v3.5 - 2003): Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks. A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly. Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor. These creatures speak only Auran but can understand Common. Combat : An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature. An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it. Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage. (from 2nd Edition Monstrous Manual - 1993): The invisible stalker is a creature from the elemental plane of Air. Those encountered on the Prime Material plane have almost always been summoned by wizards to fulfill a specific task. The true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold. Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm. Combat: Invisible stalkers attack by using the air itself as a weapon. It is capable of creating a sudden, intense vortex that batters a victim for 4-16 (4d4) points of damage. Such attacks affect a single victim on the same plane as the invisible stalker. Due to their invisibility, these creatures impose a -6 penalty on the surprise rolls of those they choose to attack. Similarly, all opponents who are unable to see or detect invisible foes are at a -2 on their attack rolls. Although they are fully invisible on the Prime Material plane, their outlines can be dimly perceived on the Astral or Ethereal planes. Invisible stalkers can only be killed on the elemental plane of Air. If attacked on another plane, they automatically return to their home plane when their total hit points are exceeded by the damage they suffered. Habitat/Society: Little is known about the lives of these creatures on their home plane. It is assumed that they are similar to normal air elementals when encountered there. Those present on the material plane are there as the result of a conjuration by some wizard. This magic causes the creature to serve its summoner for a time. The conjurer retains full command of the stalker until it either fulfills its duties or is defeated and driven back to its home plane. Once given a task, an invisible stalker is relentless. They are faultless trackers who can detect any trail less than a day old. If ordered to attack, they will do so with great fury and will cease their efforts only upon their own destruction or the direct orders of their master. Once their mission is accomplished, the creature is free to return to its home plane. The invisible stalker is, at best, an unwilling servant. It resents any task assigned to it, although brief, uncomplicated labors may be seen as something of a diversion and thus undertaken with little resentment. Tasks that require a week or more of its time will drive the invisible stalker to pervert the stated intent of the command. Such commands must be carefully worded and come from a powerful wizard. An invisible stalker may look for a loop hole in the command as a means of striking back at its master. For example, a simple command such as “keep me safe from all harm” may result in the stalker carrying the conjurer back to the elemental plane of air and leaving him there in a well hidden location. Each day of the invisible stalker’s indenturedness there is a 1% cumulative chance that the creature will seek a means to pervert its commands and free itself of servitude. If no option is open, the creature must continue to serve. Ecology: Invisible stalkers are a species unwillingly transplanted to the Prime Material plane. They are slaves whose terms of servitude dominate their brief stays. Those who have been subjected to great hardship, assigned very difficult tasks, or who have faced death at the hands of humanoids, tend to retain a distrust or outright hatred of them. Those that have had an easy time during past periods of service or who are first time arrivals on the Prime Material plane may be easier to deal with. Such feelings may carry over to influence encounters with humanoids traveling in the aerial plane. Anyone who has befriended an invisible stalker in the past will find that voyages through the plane of elemental Air are far less hazardous than they might otherwise have been. Invisible stalkers only obey those who actually summon them and few wizards can be commissioned to summon such a being on another’s behalf. Some mercenary wizards have been able to construct the necessary summons onto scrolls that are usable by others. These sell for between 5,000 and 10,000 gp and are very dangerous to use. Even the slightest error can cause users of such scrolls to come to a tragic end. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - DnDBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Invisible - Slam/wind swipe - Grappling vortex inflicts thunder damage each turn and prevents verbal spellcasting - Knows direction and distance of target on same plane - Resistant to bludgeoning, piercing, and slashing damage - Immune to poison, exhaustion, grappled, paralyzed, prettified, poisoned, prone, restrained, unconscious - Requires no food, drink, air, or sleep - Flight Appearance The true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold. Size Hero Forge: 5'9" (XL) Lore: Large (8 ft. tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Monster Manual (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - DnDBeyond - mojobob's website

  • Githzerai Anarch | Digital Demiplane

    Githzerai Anarch Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): The most powerful of the githzerai , anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law. An Anarch's Lair: In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community. Lair Actions. An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Regional Effects: The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: • In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). If the anarch dies, these effects end after ld6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates ld6 rounds later. Anarchs: A githzerai community works constantly to maintain a stable base of operations protected from the wilds of Limbo. The mental energy of the collective that keeps the plane's forces of chaos at bay is funneled through the exceptional githzerai known as anarchs. One or more anarchs maintain each community by serving as both the receptacle for the psychic power of other githzerai and the means by which that power is employed. Anarchs have a special gift for stabilizing and controlling the chaos-stuff of Limbo. In their communities on Limbo, they can create matter and energy out of nothingness with a thought. They can control the direction of gravity. The environment around them can be whatever they want it to be. Anarchs are exceedingly rare among githzerai. When a githzerai in an existing community demonstrates the ability to become an anarch, that individual might leave the community to found a new colony or might remain where it is and ascend to a leadership position. Fortress Cities: The monasteries of the githzerai are massive outposts of stability that sail through the chaos of Limbo. Githzerai anarchs keep the fortresses stable and control their interior design, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other communities can instantly communicate with him. Aside from its inhabitants, the most well-defended element of a githzerai fortress is its food supply. Because Limbo provides no sustenance, the githzerai rely on crops and livestock they appropriate from elsewhere. Plants are grown in hydroponic chambers, and livestock are raised in pens where light, temperature, and other conditions are tailored to their needs. A community's activity is overseen by monks who assign duties to each occupant. Everyone participates in mock combats and ongoing academic instruction, and each fortress allocates personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shrak'kt'lor: Shra'kt'lor is a fortress city that houses the largest concentration of githzerai. It serves as both the capital of the civilization and the headquarters of the githzerai military forces. The greatest generals, spellcasters, and zerths of the race meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra'kt'lor is the most well defended of the githzerai outposts- no force in Limbo could readily threaten the city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the city's outermost defenses. Those who use plane-shifting magic to arrive at these sites or who approach through the chaos of Limbo aren't admitted to the city without the approval of an anarch. Beyond the entrance to the city wait six layers of nested defenses. Each one is dominated by a fortress maintained by a powerful anarch chosen by Zaerith Menyar-Ag-Gith, who dwells at the heart of it all. Adamantine Citadels: When githzerai travel, they sometimes bring a sliver of Limbo along. Before they set out, a cadre of powerful anarchs craft a citadel of adamantine out of the chaos-stuff around them. Inside the structure is more of Limbo's essence, left in raw form until it's needed. Then, in an eruption of psionic and arcane power that only Menyar-Ag can produce, the citadel and its accompanying githzerai are transported to another plane. After the transfer is complete, at least one anarch must always attend the citadel to maintain its form and shape as well as to utilize the chaos-stuff within. When a citadel is ensconced on another plane, the githzerai create a teleportation circle inside it to facilitate travel between that plane and Limbo. The appearance of an adamantine citadel on another plane creates a blot on the natural world. Life, the one thing that can't be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel, the affected area can have a radius of between several hundred feet and several miles. Birds avoid flying over or near it, other animals flee the area, and plants in the vicinity wither and die. Intelligent creatures can act normally, but being in the affected area is unnerving to them, and if they investigate, they soon identify the citadel as the cause. The githyanki, however, find it in their best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary purpose of an adamantine citadel is to watch over the activity of some foe of the githzerai, such as an illithid colony, and to provide a base of operations for a possible attack. Citadels are also used to collect foodstuffs and other material goods for transport to Limbo. When the githzerai are finished with a citadel, they vacate it and return to Limbo. Immediately after the last anarch teleports away, the citadel vanishes, leaving only a scarred landscape to indicate where it once stood. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Martial arts that deal psychic damage - Legendary Actions including Reverse Gravity, Teleport - Legendary Resistance - Lair Actions - Psychic defense that boosts Armor Class - Powerful Innate Spellcasting (psionics) Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-8'7" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Demodands (Gehreleths) | Digital Demiplane

    In Dungeons & Dragons, the demodands are fiends from an obscure hell dimension where they serve as torturers and prison wardens. Demodands can melt into pools of goo at will, and powerful wizards sometimes store them in magic bottles for a rainy day, or a very unpleasant hand grenade. A few demodands also write very depressing beat poetry, and leave their plane to spread their creative misery. Learn more of demodands here, and download their miniatures from Hero Forge for use in your own game. Demodands (Gehreleths) Made with Hero Forge Farastu Kelubar Shator (from Fiend Folio - 2003 - [credits] ) The prison plane of Carceri is home to many sorts of creatures. Its petitioners plot endlessly to find an escape from their hellish existence, but watchful eyes see to it that such plots never succeed. The demodands are the self-appointed keepers of the Carcerian population. They are the jailers and wardens, although they themselves are mostly prisoners of the plane as surely as the petitioners they try to watch. Of course, the number of petitioners on Carceri makes the demodands’ task an impossible one, but this doesn’t trouble them. After their exile from some other plane many millennia ago, for a reason long forgotten (although the kelubars and shators both agree it was the fault of the farastus), the demodands were exiled to the Tarterian Depths of Carceri to serve a penance. Once there, they took it upon themselves to set up an order, of sorts. Other subraces of demodands live on Carceri, and perhaps on other planes as well, but the farastus, kelubars, and shators are the most common. The demodands don’t restrict their activities exclusively to Carceri. They are sometimes encountered on other planes acting as bounty hunters in pursuit of those who have escaped the Tarterian Depths. Such demodands still know their fate is to return to Carceri. (from Planescape Monstrous Compendium Appendix I - 1994 - [credits] ) Few societies on the Lower Planes are stranger than that of the gehreleths [a.k.a. demodands]. These enigmatic fiends fight without mercy against intruders, but have never been known to attack one another. Explanations for this puzzle range from instinct to intra-species empathy; no explanation yet advanced answers all the facts. The gehreleths are the “summoning stock” of the Lower Planes. A wizard or priest who summons a lower-planar creature often gets a gehreleth — unfortunately. Gehreleths are dangerous to summoners because they avenge deeds they are forced to perform, often plotting revenge for many years. They never forget. Gehreleths, particularly the farastu, may even disobey a summoner, regardless of the importance of the mission. They are stubborn and hate servitude. Despite their chaotic nature, the gehreleths pragmatically observe a class system based on raw power. The farastu are the lower class and sometimes servants. Kelubar form the middle class, shators the upper class and commanders. Gehreleths are spawned from the decaying bodies of beings that have traveled to the Lower Planes and died there. Some unidentified evil power gives them life and motivates them to destroy. They produce nothing of value and serve no purpose to anything around them. Freshly transformed cadavers always become farastu. If a greater gehreleth is destroyed, an existing lesser rises in status and take its place; the lesser farastu ranks are replenished from new corpses. Normally there are 3,333 of each variety of gehreleth. When the Blood War on the Lower Planes rages its strongest, the gehreleths increase their numbers to twice normal. Because they never take part in the war and are independent of the baatezu and tanar’ri , presumably this population increase protects them from both sides. Among the forbidden books in the library of Everhaite is a text on gehreleth society, The Three Bodies of Evil by Carlvian Everhaite, an otherwise anonymous drow wizard. Fragments of the text are known to men, notably a poetic redaction entitled Calls of ye Lower Planes by Nephrosis Curwen. Here are some of his remarks on gehreleth society. “The Gehreleth are known to worship or honor a patron deity called Apomps, the Three-sided One. This entity not only can manifest as any of the three Gehreleth races, it is in fact directly supposed to be the father and promoter of each Gehreleth. The Three-sided One breathes life into the fallen and rotting corpses of those foolish enough to venture into the Lower Planes transforming them into Farastu. This entity presents each of the Gehreleth an obsidian triangle, which is considered the personal link they have with Him. This is their only loyalty. Should the triangle for any reason be taken from them, they will do much to retrieve it. Possession of the triangle, I suspect, allows each Gehreleth to posses the memories of the whole race to a limited extent. They know who has summoned others of their kind, and their plans of revenge can span the lives of many individuals. “Each of the races has certain peculiarities. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. “The Farastu, if they are not banished after summoning, delight in setting themselves up as kings of stupid, easily bullied inhabitants of the local plane. The Farastu pursue this promotion as compensation for the servility they must observe in the Lower Planes. It is believed that the Three-sided One promotes this practice, as it permits him to know of the goings-on on other planes. Apomps seldom promotes a Farastu on any plane save for Carceri. “The Kelubar are mad for wands and other small handheld magical items. By sneaking such easily concealed magical items back to the Lower Planes, the Kelubar can gain an important edge in the power struggles that characterize Gehreleth society. “The Shator often travel to other planes for their favorite occupation — writing. Shator works are of two categories: magical texts on how to summon creatures from the Lower Planes other than Gehreleth (usually named creatures that the Gehreleth have some particular hatred for), and philosophical texts that promote ideas of futility and cosmic angst. When dwelling in the Prime Material Plane, the Shator hide behind a human whom they set up a philosopher or poet. These men and women come to bad ends when the Shator has decided that its mission is done. “When dwelling on other planes, the Shators’ favorite pets are chimerae. Oddly, they sometimes show concern for these beings, treating them like a human treats a kitten.” Gehreleths inhabit Carceri, part of the killing grounds in the eternal Blood War. However, these fiends take no part in the conflict, instead roaming Carceri as random agents of destruction. Gehreleths look disgusting and unsightly. Gehreleths speak a guttural language of their own, but use their tongues ability to communicate with others. Farastu Kelubar Shator

  • Phaerimm | Digital Demiplane

    Phaerimm Large Aberration, Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from 3rd Edition Monsters of Faerûn - 2001): Phaerimms are evil magicians who would gladly erase all other beings from existence, except that they would consequently lack for g serviceable slaves capable of being tortured for sport. Phaerimms resemble 10-to-12-foot-tall windsocks underneath an ovoid head. ’ The head disk contains a huge toothed W maw and is surrounded by four clawed arms. Beneath their top disk, their long, sinuous bodies taper down to a lethal stinger. They are powerful magicians, gaining levels as sorcerers over lives that span centuries. Many elder phaerimms are 15th- to 20th-level sorcerers; some have even pursued advanced magical study, much like that of human archmages. Younger phaerimms’ magical abilities are not so well developed. If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable. They communicate with one another by varying the wind speed around their bodies. They communicate with others using telepathy. They understand Common and several other languages. Combat : Phaerimms can be dangerous physical combatants, but they view purely physical combat as a sign of weakness. Using their stinger or weapons to defend themselves is a sign that their magical abilities are not sufficient. Consequently, phaerimms only make physical attacks as a last resort, even at low levels when they lack powerful magic. Low-level phaerimms stoop to using masterwork swords, preferring falchions. As spellcasters, phaerimms favor charm, command, and illusion effects over direct damage spells, but they are not shy about letting loose a fireball if necessary. Powerful elder phaerimms will often have charmed or otherwise enthralled beings fighting for them. In fact, phaerimms sometimes pick fights simply to watch their enemies being forced to hack apart their own friends. Phaerimms also enjoy summoning outsiders, but are generally too proud to use lowlevel summoning spells to call up common animals and other minor creatures. Poison (Ex): Stinger, Fortitude save (DC 15); initial effect paralysis for 2d4 rounds and being levitated a few feet off the ground, hanging helpless; secondary damage paralysis for 1d3 hours. Spell Resistance (Ex): For every three levels phaerimms gain as sorcerers, their spell resistance increases by +1. Full Vision (Ex): Phaerimms are naturally capable of detecting magic, and seeing invisible, astral, and incorporeal creatures and objects, all out to a range of 120 feet. Immunities (Ex): Phaerimms are immune to polymorph and petrification effects. Fly (Su): A phaerimm can fly as the spell, as a free action, at a speed of 30 feet. A phaerimm that is unable to fly (for example, because it is caught in an antimagic field) falls. Phaerimm Magic (Sp): Phaerimms cast their sorcerer spells as if they were spell-like abilities, requiring neither verbal, somatic, nor material components. In The Realms: Millennia ago, the phaerimms plotted to destroy all life in Faerûn. They succeeded in toppling the mighty Netherese empire and devastating the area now known as the Anauroch Desert, but were foiled by the intervention of the elder sharns. The sharns imprisoned most of the phaerimms in a magical field beneath Anauroch. Only a few phaerimms escaped this imprisonment. Some of these escapees live in Myth Drannor, squandering their power on internal political squabbles. Others have conquered the beholder city of Ooltul and are attempting to break through the sharns’ barrier to free their fellows. (from Netheril: Empire of Magic - 1996): Phaerimm are powerful magic-using beings that move by natural levitation. They resemble upright cones, the widest part uppermost, and the point ending in a barbed stinger-tail. They are intelligent, inimical, and highly dangerous. Combat: Phaerimm have 160-foot infravision, and can see into the astral and ethereal planes for 90 feet. Their normal vision functions as a constant detect magic . Phaerimm have natural magic resistance: 44% against all magic except petrification and polymorph attacks, to which they m 77% resistant. Any magical attack on them blocked by their resistance will be absorbed by phaerimm as healing or reflected back 100% at the source. This is a defensive reflex and does not take the place of a phaerimm’s actions in the round it occurs. Absorption changes damage from the spell into replacement hit points; spells that do no damage yield 1 hit point per spell level (excess points can be carried for 12 rounds as healing energy, and used to offset later damage). Reflection means the source receives the magical effect, although a source subjected to multiple reflections of the same spell can be affected at most once (that is, a wizard catching two phaerimm in a fireball takes, at most, the damage of one fireball if both reflect). No upper limit to the number of magical attacks a given phaerimm can absorb or reflect in one round has been found. Phaerimm command more magic than most human mages. For every 50 years of life, a phaerimm increases one level as a wizard — most of this long-lived race are the equivalents of 22nd- to 27th-level mages. Phaerimm experiment with, research, and memorize spells much as human wizards do; a spell of each level can become an innate spell-like ability. The spell, which cannot be changed once chosen, is retained in their brain structure and is regained every day without study. Most phaerimm have devised some unique spells of their own. AU phaerimm spells are cast by silent act of will — most phaerimm magical study is time spent altering captured human spells into will-force magical energy manipulations. In addition to a spell attack (and any reflected magics) in a round, a phaerimm can make up to six physical attacks, if targets are within reach. Its powerful jaws, located in the open top of its cone, bite for 3d4 damage. The rim of the cone contains four evenly-spaced, fully-retractable arms. These arms look startlingly human, but the hands have three central fingers and two outside, opposed thumbs. The arms can punch for 1d4 damage, wield weapons of up to polearm size for normal weapon damage, or grasp opponents to hold them for automatically-striking bites. Each round, roll 1d20 each for the phaerimm and the grasped victim. The higher total prevails: either the grasp holds for the round, or the victim breaks free. A phaerimm also has a powerful tail that can smite for 2d4 points of damage; if a tail attack roll hits on a roll of 16 or more, its sting impales the victim: the victim takes the usual 2d4 damage, plus 1d6 more as the hollow bone stinger stabs deeply, injecting a milky fluid and an egg. The victim must save vs. poison three times: to see if the victim is paralyzed; to determine if the victim levitates (rising above any “floor” surface and hangin a few feet off the ground, powerless to move except by grasping or pushing against solid objects within reach for 2d4 turns); and to see if the phaerimm egg injected into the victim is fertile. A nonfertile egg dissolves harmlessly. A fertile egg begins to grow in 1d6 days, eating the victim internally for a loss of 1 hit point per day thereafter, until death occurs or a cure disease spell kills the phaerimm larva. During this time, the victim’s attack, Armor Class, and ability scores are all penalized by 4 due to debilitating, gnawing pain. An egg or larva can be cut out of the victim, who must survive a system shock roll. This process inflcts 2d4 points of damage. Habitat/Society: The phaerimm like to live near others of their own kind (for mutual protection and the social satisfaction of vying with each other in devious plans). However, they usually prefer usually prefer to operate alone or surround themselves with magically-controlled slave creatures to carry out their bidding. Ecology: Phaerimm eat all reptiles and mammals, keeping them as slaves until their turn as dinner. They especially hate tomb tappers , who seem immune to pbaerimm mind-controlling magics. In Faerûn, the mightiest magic of the sharn presently limits phaerimm to under Anauroch, but they work through agents to affect the world beyond the desert, using certain Bedine tribesmen and some Red Wizards who came to Anauroch long ago to try to establish a base or recover the fabled magic of the Lost Kingdoms. They have also subverted a few Zhentarim, but are being very careful not to reveal themselves to the Brotherhood — yet. (from Drizzt Do'Urden's Guide to the Underdark - 1996): The Buried Realms: The Buried Realms encompass a vast portion of the northern Underdark that lies beneath the sands and ice of Anauroch. Ancient tunnels crisscross this region, connecting with the mines of Tethyamar, the valley of Aerithae’s Rest, caverns along the River of Gems, the lower reaches of a nameless city in the Chill Sands northeast of Ascore claimed by the female blue wyrm Iymrith, the Lowroad of the Fardrimm, the deepest halls of Ammarindar, the fiercely defended caverns of Evereska and the Graycloak Hills, and various isolated surface caves in the Stonelands. Home to beholders, illithids, laertis, thaalud, and other races, the Buried Realms are ruled by the phaerimm, an ancient race of fell beings whose mastery of the Art is rivaled only by the most powerful human wizards and elven High Mages. Partly responsible for the destruction of Netheril and wholly at fault for the lifedrain spells that transformed the wide, verdant valley of the Netherese into a wasteland, the phaerimm call their caverns the Phaerlin, a term only known to a handful of surface dwellers. The phaerimm rule through mind-controlling spells that hold even the illithids in thrall. They influence all creatures beneath Anauroch in a subtle but pervasive rule. Other races who enter the Buried Realms are known to have fallen under the charms and suggestions of the phaerimm within minutes. While the phaerimm are haughty and always scheme among themselves, they never betray their kin to the detriment of the race and keep a screen of mind-controlled slaves, including beholders, dwarves, giants, goblin-kin, humans, mind flayers, and svirfneblin between them and foolish explorers who come for the treasures of the Netherese. The phaerimm are kept in check by the spells of the sharn, whose magic both halted the advance of the lifedrain spells and somehow confined the phaerimm within the area that they had already devastated, which is the area now known as the Buried Realms. Like caged beasts, the phaerimm want to escape their Underdark prison. They work tirelessly to overcome the spells of the sharn, using magically influenced agents to reach beyond their prison. These agents seek out and bring back whatever magic they can seize, and spread rumors of rich treasure to attract surface dwellers to the Phaerlin. A handful of their phaerimm dwell outside the confines of the sharn prison, individually powerful but too few in number to work openly in the Realms Above. Most of these "free" phaerimm dwell amid the ruins of Myth Drannor, approximately forty all told, seeking to increase their mastery of the Art and plunder the ancient elven magic. These phaerimm work closely with their kin trapped inside the Buried Realms through mind-controlled intermediaries, channeling new spells, new magical artifacts, and new slaves to the tunnels of the Phaerlin. Reports of individual phaerimm elsewhere in the Realms Below are rare, but not unheard of. The most credible rumor suggests one exiled phaerimm dwells in the caverns of Deep Shanatar masquerading as a lich and is either allied with or a member of the Twisted Rune. Mines of Tethyamar: The Mines of Tethyamar are the wondrous caverns bored by generations of dwarves who once inhabited the Desertsmouth Mountains. Ruled by the Iron House of Tethyamar, the Stout Folk sent rafts of riches down the River Tesh to the Moonsea and beyond. Tethyamar fell within dwarven memory, overrun by fiends and hordes of arcs and ogres. Some rumors claim that Tethyamar's last king, Ghellin, and his followers may have recently reclaimed a small part of the mines from the hordes of arcs and ogres who have long dwelt within. The lower reaches of the Mines of Tethyamar connect with the upper Underdark and extend south through the heart of the Desertsmouth Mountains, all the way to Ooltul and beyond. Tethyamar’s deepest passages house all sorts of monstrous denizens, including solitary beholders, fomorian giant clans, troglodyte tribes, grimlock hordes, arc and ogre kingdoms led by baatezu, slithermorphs, steel shadows, storopers, and bands of thaalud, all of whom engage in ongoing and continuous wars over the remaining ores and gems. Xun’Qoroth: Before the phaerimm rose to power throughout the Buried Realms, the beholder nation of Xun’Qoroth stretched beneath the surface realm of Anauria, southernmost of the three Netherese survivor states along the western edge of the Desertsmouth Mountains. The tunnels and caverns of Xun'Qoroth incorporated half a dozen separate cities, including Aixlintar, Ginsunlix, Ooltul, Ointaroth, Viksanmaq, and Xunqaq, all but one of which — Ooftuf — fell within the confines of the phaerimm spell prison. Xun'Qoroth has not fallen, but its eye tyrant denizens do not realize that their independence is now a sham, as their minds are controlled by the phaerimm. The beholders of Xun'Ooroth employ death tyrants as well as orc, hobgoblin, and xorn slaves as they mine for wealth and scheme to expand their realm south and up to the surface world. Xun'Qoroth is loosely “ruled” by Rilathdool, ап elder orb who dwells in Xunqaq. By Rilathdool's decree and the subtle phaerimm influence, the beholders of Xun'Qoroth attack on sight any beholders from Ooltul or outside the phaerimm influence . . . unless the phaerimm wish otherwise. Alternate Versions Button Button Button Button Button Button Button Button Home Plane - Prime Material Plane (Faerun, subterranean Anauroch desert) Stat Block 3rd Edition: - Realmshelps.net - Monster Manual II 3rd Edition (2002) - mojobob's website Abilities - Phaerimm Domination (Dominate Monster) that overrides a target's charm immunity - Powerful Innate spellcasting - Poison stinger paralyzes and makes victims levitate - Implants eggs in victims that gestate after 90 days - 4 claw attacks and bite - As reaction, damages any creature who casts a spell - Magic resistance and/or immunity - Immutable form (no polymorph or petrification) - Very high intellect and mental ability - Telepathy - Truesight - Flight Appearance They resemble upright cones, the widest part uppermost, and the point ending in a barbed stinger-tail. Size Hero Forge: 8 ft. (2 mini, no kitbash) Lore: Large (10-12 ft. long) Suggested: Large to Huge Other Monikers Magicgrubs, thornbacks Sources - Forgotten Realms Wiki - AJ Pickett (youtube) - Monster Manual II 3rd Edition (2002) - Drizzt Do'Urden's Guide to the Underdark (1996) - Netheril: Empire of Magic (1996) - mojobob's website

  • Lady's Maze - Black-Barbed

    Lady's Maze - Black-Barbed Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBCbGFjay1CYXJiZWQ=/9eb52b3e4fe6867045a9559b8130ed03 Features - Reconstruction of Ravel Puzzlewell’s maze from the videogame Planescape: Torment Notes - Ravel’s secret chambers unfinished - Made the lighting super dark, might benefit from adjustment Board Link Lady's Maze - Black-Barbed Assets from Tales Tavern None

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